/Engine/Plugins/Experimental/GeometryScripting/Source/GeometryScriptingEditor/Public/GeometryScript/CreateNewAssetUtilityFunctions.h
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FGeometryScriptCreateNewSkeletalMeshAssetOptions
bool
bEnableRecomputeNormals
bool
bEnableRecomputeTangents
bool
bUseMeshBoneProportions
If true, will use the skeleton proportions (if availabale) stored in the dynamic mesh.
TMap<FName,TO...
Materials